Knowledge-based, question and answer board game apparatus and method of play

ABSTRACT

The present invention is a knowledge-based question and answer game comprising a game apparatus and method of play. This game challenges players to use their minds in a multitude of ways. Players draw on previous knowledge, inductive and deductive reasoning, and use critical thinking to answer wide-ranging questions of academic knowledge. Correctly answering players advance based on question difficulty level. Knowledge, reasoning, strategy, and chance are all game components. A nuance of the present invention include “maxim” spaces and cards which allow the player to spin a spinner having both positive and negative numbers and move the game piece accordingly. Maxim cards introduce players to the thoughts and ideas of intellectual minds throughout the ages to inspire further inquiry.

BACKGROUND OF INVENTION

1. Field of Invention

This invention generally relates to board games, specifically to suchboard games requiring answering questions correctly in order to advancearound the game board.

2. Prior Art

Numerous question and answer board games exist spanning a wide varietyof content areas such as black history (U.S. Pat. No. 5,085,439, issuedFeb. 4, 1992 to Willie C. Lott, titled “Game board, query cards andmethod of playing a black history game”), cultural knowledge (U.S. Pat.No. 5,257,939, issued Nov. 2, 1993 to Don T. Robinson and June Huckabee,titled “cultural knowledge board game”), public health (U.S. Pat. No.6,669,196, issued Dec. 30, 2003 to Rita Washko, titled “public healthoriented board game system”), and a multitude of trivia games. Rarely dogames address general academic knowledge nor allow players to advancebased on question difficulty level.

U.S. Pat. No. 4,090,717 issued on May 23, 1978 to Susan Rossetti, titled“Educational Game,” describes a game using a standard reference work,such as a set of encyclopedias, as one of the game components. A gameboard displays a path of travel along which the players each move amarker, with progress along the path being determined partly by theplayer's success in correctly answering questions within the prescribedtime, and partly by the roll of a single die. There is a set of questioncards, each of which asks for information obtainable from theencyclopedia; a timer to limit the period of each person's turn; and aset of answer cards to determine the correctness of the informationobtained.

U.S. Pat. No. 4,121,823 issued on Oct. 24, 1978 to Tarrie A. McBride,titled “Educational Device Employing A Game Situation,” describes aneducational device employing a game situation to teach a preselected,and particularly religious, subject matter. The educational device isgenerally comprised of a playing board having a plurality of contiguousareas extending around the perimeter of the playing board. Thecontiguous areas are divided into a plurality of subject matter areas,each subject matter area having associated therewith a deck of cards.Most of the cards have printed thereon questions regarding the subjectmatter of study, although some card decks specifically direct theplayer. The object of the game is to advance around the perimeter of theboard, through the contiguous areas. In each turn a player advancesinitially in accordance with a chance device, and thereafter byanswering questions or following other instructions from the card deckassociated with the area on which the player lands.

U.S. Pat. No. 4,273,337 issued on Jun. 16, 1981 to Michael A. Carrera etal., titled “Family Sex Education Board Game,” describes the apparatusincluding a plurality of player tokens, a game board having a closedcontinuous path defined by a multiplicity of playing spaces, and threedecks of cards, each of which contains questions concerning the field ofhuman sexuality; the decks being distinguishable from one anotheraccording to degree of difficulty. There is also provided a fourth deckof cards which contains discussion questions for discussing variousattitudes concerning human sexuality and a score sheet for scoring one'scorrect answers according to category.

U.S. Pat. No. 4,714,255 issued on Dec. 22, 1987 to Daniel P. Henry etal., titled “Educational Board Game,” describes a game having a gameboard with a complex pair of intersecting playing paths thereon. Chancemeans are used to determine the distance traveled at each play. Acorrectly answering player continues to roll the die and advance, solong as he or she continues to answer each question correctly at eachplay. Henry et al. provide different levels of difficulty; the levelmust be selected at the beginning of the game by each player, and mayonly be changed according to certain specific rules and locations of thegame board during play.

U.S. Pat. No. 4,856,780 issued on Aug. 15, 1989 to Samuel E. Begley etal., titled “Sports Trivia Board Game,” describes a question andresponse game having questions of different levels of difficulty.Progress about the peripheral path of the game board, and the difficultyof the questions provided to the players during play, is determinedpurely by chance means, with the players having no input. Thus, a playerof the Begley et al. game may by chance advance only a single positionon the board yet be required to answer a question at the highest levelof difficulty.

U.S. Pat. No. 4,889,345 issued on Dec. 26, 1983 to Randy A. Wawryk,titled “Board Game,” describes a game having a board with a doubleperipheral playing path and multiple scoring levels. The game utilizesquestion and answer cards which are divided into five differentcategories. Each card is printed with the last name of a famousindividual and a clue as to the individual's identity. The answer, whichis the individual's first name, is also printed on the card. In the playof the game, each player moves a playing token about the outer and innertracks to the central portion of the game board according to the throwof dice and the correct answering of the various question cards.

U.S. Pat. No. 4,907,808 issued on Mar. 13, 1990 to Glenn Turner et al.,titled “Trivia Board Game,” describes a game having a game board with ahexagonal configuration and radial and peripheral playing paths. Playerposition markers must be progressively assembled according to playerprogress during the course of the game. Progress along the playing pathsis determined by chance means, with players being required to answerquestions selected from one of several groups of cards. One of thegroups of cards of the Turner et al. game is divided into questionsrelating to different subject areas. Various penalties and detours areincluded in the game.

U.S. Pat. No. 5,042,816 issued on Aug. 27, 1991 to Tracy L. Davis etal., titled “Biblical Question and Answer Game,” describes a game havinga game board with a peripheral path and at least one crossing path. Theobjective of the game is to acquire a predetermined number of pointsbefore your competitors. Points are gained by landing on an appropriategame board space which indicates a point reward for the correct answerto a Bible question. Davis et al. provide different groups of cards, onegroup has plural questions on each card, and the questions are selectedby chance means and do not differ in difficulty.

U.S. Pat. No. 5,152,535 issued on Oct. 6, 1992 to Adolph Roberts, titled“Bible Quiz Game,” describes a game having a game board with playingpaths of different levels of difficulty. Players select the level ofdifficulty desired at the beginning of the game and are restricted tothat level throughout the game. The decks of cards include questioncards, negative accusation cards, freeze cards, mercy cards, and a drawlot card. The card selected determines how the player will move the gamepiece.

U.S. Pat. No. 5,607,160 issued on Mar. 4, 1997 to Arthur J. Stevens etal., titled “Three Talent Boardgame,” describes a game having atriangular board with intersecting arcuate playing paths thereon. Theplaying paths are divided into a series of three different types ofpositions, requiring teams of players to answer a series of threequestions, draw representations of three different articles, or act outrepresentations of three different words, depending upon the position.Chance means is used to determine the number of positions to be moved oneach team's turn.

U.S. Pat. No. 5,860,652 issued on Jan. 19, 1999 to Stephen M. Rufftitled “Educational Board Game” describes a game being played by rollinga die, moving a game piece a number of spaces designated by the die,drawing a card, and answering a question on the card. Correctlyanswering players follow the instructions on the card for movement ofthe game piece. The game also includes a series of blank cards uponwhich questions can be written by a player or supervisor to be askedduring game play.

U.S. Pat. No. 6,019,370 issued on Feb. 1, 2000 to Harry W. Morris,titled “Educational Board Game,” describes players taking turnsattempting to advance along the travel path by correctly answeringquestions. Questions and answers are printed in a book according toselected subject matter categories. Players advance their playpieces bycorrectly answering the questions. Questions and subject mattercategories are selected by chance through rolling a set of dice whosenumbers identify the subject matter category and question. Gaming chipsmay be used to accumulate extra points toward determining a game winnerand through betting by the player whose turn it is to answer a questionand by challenges to the answer by other players in the game.

U.S. Pat. No. 6,102,398 issued on Aug. 15, 2000 to Hans Peter Kolleth,titled “Question and Answer Board Game” describes a game including agame board which has a map and a path around which players may progress.The game is played by players selecting tokens and commencing play bythrowing dice with the tokens moving the number of spaces thrown by thedice. When the marker lands on an appropriate position, the player hasthe chance of answering a question. If the player answers correctly,that player's question score is increased by two. If the answer isincorrect, the player's question score is decreased by one. Thequestions are contained on a series of cards and the answers areprovided with either the question or the answer including a gridreference position on the map.

U.S. Pat. No. 6,267,376 issued on Jul. 31, 2001 to Brett C. Jenkins,titled “Trivia Game,” describe a game board having a plurality of linearplaying paths extending from one end of the board to the other, and aplurality of question and response cards relating to trivia. Each cardhas a series of questions of differing levels of difficulty andcorresponding answers. Players may select whichever level of difficultythey wish, with advance of that player's position marker along thecorresponding playing path, depending upon the degree of difficulty ofthe question correctly answered. The position marker of a playerincorrectly answering a question is set back a number of positionscorresponding to the degree of difficulty of the question. The game alsoallows players to set back the progress of an opposing player, ifdesired.

U.S. Pat. No. 6,431,545 issued on Aug. 13, 2002 to Scott A. Kuhne,titled “Board Game with Novel Format,” require the player to answerquestions correctly before being allowed to move along the playingboard. The questions are provided in written form with optional cluesprovided on the cards to assist the player to answer the questions. Theplaying board may offer short-cuts that enable a player to move furtheralong a path of travel when a player lands on a position accessing theshort-cut.

British Patent Publication No. 2,021,959 published on Dec. 12, 1979 toKeith H. Lillie, titled “Steeple Chase Game,” describes a game having aboard with a continuous, circuitous playing path thereon. Advancementalong the playing path is determined by chance means. Questions areprovided at certain obstacle points along the path.

British Patent Publication No. 2,200,291 published on Aug. 3, 1988 toKitfix Swallow Group, Ltd., titled “Board Games,” describes a gamehaving a game board with a series of convoluted, branching playing pathsthereon. Each of the paths is divided into a series of positions, withdifferent players advancing along each of the branches. Players mustcorrectly answer questions corresponding to the specific subject area ofthe respective branch selected. Additional cards are provided, which areawarded to players reaching the ends of their respective branches. Playcontinues until at least one player returns along his or her respectivebranch to a finishing position. The amount of advancement is determinedby chance means.

British Patent Publication No. 2,219,744 published on Dec. 20, 1989 toGillian M. Rowland, titled “Game Apparatus,” describes a game having agame board with a peripheral playing path therearound. Moves aredetermined by chance means with players being required to answer aquestion if they land on certain positions on the board. Rowlandprovides for a set back in the event of an incorrectly answeredquestion.

French Patent Publication No. 2,626,779 published on Aug. 11, 1989illustrates a board game with the board having a sinusoidal playingpath. Chance means are used to determine the advancement of playerposition markers along the board.

French Patent Publication No. 2,672,228 published on Aug. 7, 1992illustrates a board game having a board representing a global map.According to the English abstract, a pair of dice each having differentmarkings thereon is used to determine the question to be responded to bya player, and various penalties. Players answering successfully receivea marker in an indicator or scoring area of the board.

None of the above inventions and patents, taken either singly or incombination, is seen to describe the present invention as claimed.

BACKGROUND OF INVENTION—OBJECTS AND ADVANTAGES

This game challenges players to use their minds in a multitude of ways.Players draw on previous knowledge, inductive and deductive reasoning,and use critical thinking to answer wide-ranging questions of academicknowledge. Correctly answering players advance based on questiondifficulty. Knowledge, reasoning, strategy, and chance are gamecomponents. In addition, maxim cards introduce players to thoughts andideas of intellectual minds from throughout the ages. This introductionis intended to inspire further inquiry.

Further objects and advantages of my invention will become apparent froma consideration of the drawings and ensuing descriptions.

BRIEF SUMMARY OF INVENTION

The present invention is a knowledge-based question and answer boardgame comprising a game apparatus and method of play. This game wascreated to challenge players to use their minds in a multitude of waysand gain knowledge in a variety of areas such as arts and humanities,social sciences, science, and history. Players must draw on previousknowledge, inductive and deductive reasoning, and use critical thinkingto answer various questions. Movement around the board is basedprimarily on answering questions correctly and moving the number ofspaces equal to the difficulty level indicated on the question card. Anuance of the present invention include “maxim” spaces and cards whichallow players to spin a spinner having both positive and negativenumbers and move the game piece accordingly.

BRIEF DESCRIPTION OF DRAWINGS

FIG. 1 is a plan view of a first embodiment of the game board of thepresent board game invention, showing its various features.

FIG. 2A is a view of the question side of an exemplary question card,illustrating a question, answer and explanation.

FIG. 2B is a view of the opposite side or face of the card of FIG. 2A,showing level of difficulty and color coding denoting subject category.

FIG. 3A is a face view of a maxim card.

FIG. 3B is a view of the opposite side of a card as in FIG. 3A, showingan inspirational quote.

FIG. 3C is a view of the opposite side of a card as in FIG. 3A, showinga gift card.

FIG. 3D is a view of the opposite side of a card as in FIG. 3A, showinga “reverse direction of play” card.

FIG. 4 is a mini podium used by a reader to hold question cards.

DETAILED DESCRIPTION OF INVENTION

The game is comprised of the following elements:

A) The game board as in FIG. 1:

i) A flat board with a clear linear path lined with spaces, beginningwith a “start” space, then delineating the various aspects andmilestones of formal education, e.g., high school graduation,internship, study abroad, bachelor's degree, master's thesis, etc., onup to the last and final space of Doctor of Philosophy/finish. Somespaces indicate loose a turn or to advance/retreat a number of spaces.

ii) The board also has two designated spots for question cards and onespot for maxim cards.

iii) The board also contains a spinner which is comprised of a circle onthe game board divided into pie shaped wedges with each wedge indicatinga positive or a negative number, and having a pointer suitable foroperation by a flick of a finger mounted at the geometric center of thecircle.

B) A mini-podium, FIG. 4, comprised of a wood pedestal baseapproximately five inches high with a Plexiglas holder affixed atop ofabout 2.5 inches square and having a lip on the bottom, used to hold thequestion cards for the reader.

C) Question cards as in FIG. 2A and FIG. 2B: 3.5″×5″ cards with aquestion, answer, and explanation on one side and a number indicatinglevel of difficulty on the other. Difficulty is rated on a scale from 1to 3, with 1 being the easiest and 3 being the most difficult. Cards arecolor coded by category—e.g., red for science, blue for history, yellowfor arts & humanities, and green for social sciences.

D) Maxim cards: 3.5″×5″ cards that contain the word “Maxim” on one side,FIG. 3A, and an inspirational quote on the other as in FIG. 3B. Somemaxim cards are gift cards (FIG. 3C), allowing the receiver to presentthe card to an opponent to move either ahead five spaces or back fivespaces, depending on the card. At least one maxim card indicates reversedirection of play as in FIG. 3D.

E) Game pieces (not shown): miniature busts of famous thinkers used tomark the progress of each player/team.

F) A companion booklet (not shown) containing the contents of the gamecards, sorted by subject area and level of difficulty, and the contentsof the maxim cards.

The game is played in the following manner. Question cards are shuffledto mix up the categories and difficulty level. The game board is laidout with the question cards divided into two relatively equal piles andplaced in the designated area with the level of difficulty (number)facing upwards. The maxim cards are placed in the designated area withthe word “maxim” facing upwards. Players may play individually or inteams. (For simplicity we will assume individual players in thisdescription.) Each player chooses a game piece and places it on the“start” space. Each player spins the spinner to determine who goesfirst; the player with the highest number receiving the honor. The firstplayer chooses the top card from one of the two piles of question cards,depending on subject category (indicated by color coding) and level ofdifficulty (indicated by the number) desired. The player to the leftplaces the card on the mini-podium and reads the question aloud. If thefirst player answers the question correctly, he moves his game piece thenumber of spaces equal to the difficulty level indicated on the card. Ifthe question is not answered correctly, his game piece is not moved. Thereader reads the entire answer and the explanation. Play continues in aclockwise manner, unless a “reverse direction of play” card is drawnfrom the maxim cards. Players may strategize by choosing the amount ofadvancement, reflected by the level of difficulty identified on thequestion card, to land on or avoid certain spaces such as “loose aturn,” “advance two spaces,” or a maxim space. By landing on a maximspace, a player chooses the top maxim card, reads it aloud, and has theoption of spinning the spinner. The result of the spin determines thenumber of spaces and direction in which the player moves, advancing forpositive numbers and digressing for negative numbers. (Given that thereare more positive than negative numbers on the dial, it is statisticallyadvantageous to spin.) If the player chooses not to spin, she remains inthe maxim space until her next turn. The game is over when the firstplayer arrives at the Doctor of Philosophy/finish space.

CONCLUSIONS, RAMIFICATIONS, AND SCOPE

Accordingly the reader will see that, according to the invention, I haveprovided a game apparatus and method of play that challenges theacademic knowledge of players as well as rewarding players based on thedifficulty level of the question.

While the above description contains much specificity, these should notbe construed as limitations on the scope of the invention, but asexemplifications of the presently preferred embodiments thereof. Manyother ramifications and variations are possible within the teachings ofthe invention. For example, an electronic version of the game couldeasily be made; the game could be limited to one subject matter, such ashistory, extensively; or the game could be used as a “capstone” game inwhich the content covers a particular academic curriculum, say tenthgrade, and becomes a fun way to test students' scope of knowledge.

Thus the scope of the invention should be determined by the appendedclaims and their legal equivalents, and not by the examples given.

1. A knowledge-based, question and answer game comprising a gameapparatus including: a game board including a playing surface formedthereon, said playing surface including a travel path for one or moregaming pieces, said travel path being divided into a plurality of spacesarranged seriatim between a start space and a finish space along saidtravel path; said playing surface including a plurality of designatedspaces for playing cards; a plurality of gaming pieces to be used onsaid game board; a spinner having both positive and negative numbers; aset of printed question cards, each card being identified with itsrelated category such as history, science, social science, or arts andhumanities, and having a question, answer and explanation on one sideand indication of difficulty level on the other; and maxim cardscomprising inspirational quotes, gift cards, and at least one reversedirection of play card.
 2. A method of playing a knowledge-based,question and answer game which includes a game apparatus comprising agame board having a playing surface with a travel path identifiedthereon, said travel path including a plurality of finite spaces betweena start space and a finish space, including special maxim spaces; aspinner having both positive and negative numbers; plural gaming piecesfor use by individual players or teams of players of said game; a set ofprinted question cards, each card being identified with its relatedcategory and having a question and answer on one side and indication ofdifficulty level on the other, said set of printed question cards beingseparated into at least two piles; and maxim cards containinginspirational quotes, gifts cards, and at least one reverse direction ofplay card; said method comprising each of plural players or teams takinga turn at play of said game comprising the steps of: placing a gamingpiece on the start space of said travel path; spinning said spinner todetermine which player/team plays first; the first player/teamidentifying a question on top of one said pile of said set of questioncards based on the player's/team's preference; an opponent player/teamreading a question identified by the first player/team to the firstplayer/team; the first player/team attempting an answer to the questionidentified; and the first player/team advancing said gaming piece alongsaid travel path toward said finish space by said level of difficultyindicated on said identified question card if a correct answer is given.3. The game apparatus as in claim 1, wherein said travel path comprises“maxim” spaces.
 4. The method set forth in claim 2 including the step ofnot advancing if said question is answered incorrectly.
 5. The methodset forth in claim 2 including the step of a player/team landing on saidmaxim space: enabling said player/team to choose said maxim card, andgiving an option to spin said spinner then advance or digress theplayer's said gaming piece along said travel path as indicated by resultof said spinner, advancing for positive numbers and digressing fornegative numbers; said maxim card may contain said gift card allowing aplayer/team to advance or digress an opponent's gaming piece along saidtravel path; said maxim cards comprise at least one card to reversedirection of play.